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Changes to Killer perks and the Environment.

WinterDraft7
WinterDraft7 Member Posts: 58

Hubris

So, we all know that Hubris isn't exactly the strongest perk in-game, because the activation time runs out way too quickly before you can actually get the hit off. Unless you have a build that can actually help you get some value from the perk itself. I would like to increase the activation time for it.

Buff:

Whenever you are stunned by a survivor, that survivor suffers from the Exposed status effect for 30/35/40 seconds. (Was 10/15/20 seconds)

Hubris has a cooldown of 30/35/40 seconds. (Was 10/15/20 seconds)


Hex: Two Can Play

I don't really find anything wrong with this perk, although, the blind time survivors suffer from, whenever you get stunned by a pallet or locker, or blinded is a little bit too short, so I decided to buff this perk up just a little bit.

Buff:

Anytime you are stunned or blinded by a survivor 4/3/2 times, if there is no Hex associated with Hex: Two Can Play, a Dull Totem becomes a Hex Totem.

Survivors who stun or blind you are blinded for 2.5 seconds. (Was 1.5 seconds)

•This does not affect carried Survivors.


Septic Touch

I find this perk to be pretty bad and not really useful in any way, so I came up with two suggestions to buff this perk. I hope these changes are better than its current version now.

1st buff:

Whenever a survivor performs the healing action, both Survivors suffer from Blindness and Oblivious status effects.

These effects linger for 6/8/10 seconds after a healing action is interrupted by any means.

2nd buff:

Whenever a survivor performs the healing action within your Terror Radius, that Survivor suffers from the Exposed status effect.

This effect lingers for 6/8/10 seconds after a healing action is interrupted by any means.


Hex: Thrill of the Hunt

In my opinion, I feel like this perk isn't really getting much value out of it and is rather weak, in terms of trying to get value from the perk. So, I thought to make this perk sort of spice things up a bit, I'll add the Blindness status effect to it.

Buff:

-For Each Dull and Hex remaining on the map, gain a token.

Survivors now suffer from the Blindness status effect while cleansing or blessing any Totem. This effect lingers 8/10/12 seconds after cleansing or blessing a Totem.

Remove the Bloodpoint bonus. (This isn't really a buff. It's just to make sure some people make actual use out of the perk, rather than using the perk to earn Bloodpoints)

Survivors' cleansing and blessing is reduced by 10% for each token.


Hex: No One Escapes Death

This perk is pretty good to get value out of, during the Endgame Collapse. Although, in my opinion, I feel like there is a slight problem with this perk, and that is its big aura reading to the Survivors'. I feel like Survivors are getting too much information off the perk's aura reading from the Hex Totem to Survivors. Also, I don't find anything wrong with the movement speed at all, but I do feel like I'm not getting enough speed to catch up to survivors and then down survivors. The perk is only useful if the survivors haven't found the Hex Totem's aura yet.

Buff:

-Once the exit gates are powered, if there is a Dull totem remaining on the map, this Hex is applied to it.

Survivors suffer from the Exposed status effect.

Your movement speed is increased by 5%. (Was 4%)

Once the Hex's effect is revealed to the Survivors, its Hex Totem's aura is shown to the Survivors at a range on 4 meters. This range increases steadily over the next 30 seconds to 16 meters. (Was 24 meters)


Environmental Crows in each Trial

As Killer, one of the very few things I find infuriating in this game is tracking survivors that hide all game.

The crows in each Trial are pretty useless and unreliable in giving you any sort of info, whether a survivor has scared off a crow or not, unless you equip certain perks that will draw out the Survivor from hiding. For example: Spies from the Shadows, Nowhere to Hide; etc.

Volume Change:

Crows on every map, can now caw 10% or 15% louder whenever a survivor has scared off a crow, from a hearing range of 12 meters.

Without perks, this will make crows feel a bit more dangerous to be around.


Loud noise notifications from Hook Rescues, and hook auras.

This Anti-Tunnelling mechanic will hopefully bring an end to tunnelling, and encourage Killers to chase someone else, other than the hook rescuer or the unhooked Survivor.

Quality of Life Changes:

Killers will no longer receive a Loud Noise Notification from hook rescues, and can no longer see the auras of hooked Survivors, until there are 2 Survivors remaining, or the Endgame Collapse has begun.


Nemesis

I have used this perk before once in a game, and given my own personal opinion on this perk, I feel is a bit lacklustre when it comes to this perk. Especially, when it becomes activated after the Obsession has stunned you with a pallet or locker.

Buff:

A Survivor who blinds you or stuns you using a pallet or locker becomes your Obsession. Anytime a new Survivor becomes the Obsession, you gain the Undetectable status effect for 40/50/60 seconds and all Survivors' auras are revealed to you for 6 seconds.


Oppression

I'm not really the biggest fan of this perk, mainly because of its huge cooldown it has, and how very little use it has, because of it. I would like to change this perk because of the 3-gen mechanic put into the game.

Buff:

When you damage a generator, up to 3 other random generators also begin regressing.

If the affected generators are being repaired, any Survivors repairing them, receive a Difficult Skill Check.

Oppression has a cooldown of 40/35/30 seconds.

Any Survivor that fails a Difficult Skill Check, will suffer from the Incapacitated status effect for 12/14/16 seconds.


Scourge Hook: Monstrous Shrine

I like this perk, but I feel like it needs a little change, to make this perk have a bit more value out of it.

Buff:

-At the start of the trial, 4 random hooks are changed into scourge hooks. You see their auras in white.

Scourge Hooks grant 10/15/20% faster Entity progression if the Killer is not within 16 meters. (Was 24 meters)

This effect still applies if above or below the scourge hook within 16 meters.



Sorry if this is such a long list for everyone to read, but these are some of the changes I would like to see for future updates. If any Developers are reading this, please try and consider these changes I made for the perks. Thank you.

Post edited by WinterDraft7 on